Scrambled body: A method to compare full body illusion and illusory body ownership of body parts

Ryota Kondo, Maki Sugimoto, Masahiko Inami, Michiteru Kitazaki

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Abstract

Humans can feel as if a fake body is their own body in the illusory body ownership. The illusion can be induced to a full body by a visual-tactile synchronicity or visual-motor synchronicity. In our previous study, illusory full body ownership of invisible body was elicited by synchronous movements of virtual gloves and socks. In this study, we aimed to investigate whether the spatial relationship is necessary for the full body illusion using a stimulus of scrambled body. In the scrambled body, positions of gloves and socks were scrambled. The results suggest that spatial relationship of body parts is necessary for the full body illusion.

Original languageEnglish
Title of host publication26th IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2019 - Proceedings
PublisherInstitute of Electrical and Electronics Engineers Inc.
Pages1028-1029
Number of pages2
ISBN (Electronic)9781728113777
DOIs
Publication statusPublished - 2019 Mar 1
Event26th IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2019 - Osaka, Japan
Duration: 2019 Mar 232019 Mar 27

Publication series

Name26th IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2019 - Proceedings

Conference

Conference26th IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2019
CountryJapan
CityOsaka
Period19/3/2319/3/27

Keywords

  • Body
  • Body ownership
  • Full body illusion
  • Part ownership

ASJC Scopus subject areas

  • Human-Computer Interaction
  • Media Technology

Cite this

Kondo, R., Sugimoto, M., Inami, M., & Kitazaki, M. (2019). Scrambled body: A method to compare full body illusion and illusory body ownership of body parts. In 26th IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2019 - Proceedings (pp. 1028-1029). [8798346] (26th IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2019 - Proceedings). Institute of Electrical and Electronics Engineers Inc.. https://doi.org/10.1109/VR.2019.8798346

Scrambled body : A method to compare full body illusion and illusory body ownership of body parts. / Kondo, Ryota; Sugimoto, Maki; Inami, Masahiko; Kitazaki, Michiteru.

26th IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2019 - Proceedings. Institute of Electrical and Electronics Engineers Inc., 2019. p. 1028-1029 8798346 (26th IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2019 - Proceedings).

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Kondo, R, Sugimoto, M, Inami, M & Kitazaki, M 2019, Scrambled body: A method to compare full body illusion and illusory body ownership of body parts. in 26th IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2019 - Proceedings., 8798346, 26th IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2019 - Proceedings, Institute of Electrical and Electronics Engineers Inc., pp. 1028-1029, 26th IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2019, Osaka, Japan, 19/3/23. https://doi.org/10.1109/VR.2019.8798346
Kondo R, Sugimoto M, Inami M, Kitazaki M. Scrambled body: A method to compare full body illusion and illusory body ownership of body parts. In 26th IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2019 - Proceedings. Institute of Electrical and Electronics Engineers Inc. 2019. p. 1028-1029. 8798346. (26th IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2019 - Proceedings). https://doi.org/10.1109/VR.2019.8798346
Kondo, Ryota ; Sugimoto, Maki ; Inami, Masahiko ; Kitazaki, Michiteru. / Scrambled body : A method to compare full body illusion and illusory body ownership of body parts. 26th IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2019 - Proceedings. Institute of Electrical and Electronics Engineers Inc., 2019. pp. 1028-1029 (26th IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2019 - Proceedings).
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